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      <title>I am an Aspiring Game Designer</title>
      <link>http://interactive.usc.edu/members/wfong/</link>
      <description>Waylon Fong&apos;s Interactive Media Blog</description>
      <language>en</language>
      <copyright>Copyright 2009</copyright>
      <lastBuildDate>Wed, 18 Nov 2009 15:06:43 -0800</lastBuildDate>
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         <title>Sonar</title>
         <description><![CDATA[<p>     Eric Spoerner & I recently submitted our game, Sonar, to the <a href="http://www.indiegamechallenge.com/">Indie Game Challenge</a>.  Sonar is about the visualization of sound to create a unique and engaging experience.  We made Sonar in 2006 as a student project in CTIN 489 Intermediate Game Design Workshop.  Grand prize is $100K and the 6 finalists in our category (Non-Professional) get to pitch their game to a publisher.  Wish us luck!</p>

<p>     -Waylon Fong</p>

<p><img alt="Sonar.jpg" src="http://interactive.usc.edu/members/wfong/Sonar.jpg" width="400" height="300" /></p>

<p><a href="http://www.youtube.com/watch?v=glGeU8YknR8">Watch the Trailer</a></p>

<p><a href=" http://www-scf.usc.edu/~coppin/emg/SonarInstaller.exe">Download Sonar</a></p>]]></description>
         <link>http://interactive.usc.edu/members/wfong/2009/11/sonar.html</link>
         <guid>http://interactive.usc.edu/members/wfong/2009/11/sonar.html</guid>
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         <pubDate>Wed, 18 Nov 2009 15:06:43 -0800</pubDate>
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         <title>A New Beginning</title>
         <description><![CDATA[<p>Losing my job at THQ was a devastating experience for me.  After interning there for a year on <em>UFC 2009 Undisputed</em>, I failed to secure a then-available game design position which I wanted more than anything.  I felt as if they told me that I didn't have what it took to be a professional game designer.  While applying for jobs over the course of the next few months, it didn't help that I was either ignored or rejected by more companies than I can remember.  I lost confidence in myself and I began to question whether or not I should still pursue my dream of making games for a living.</p>

<p>Then, I was reminded of why I chose this path in the first place; because I refuse to settle for a career that I'm not passionate about.  Remembering this, I decided that I could not let myself give up so easily.  There will always be people around you that will doubt you, but you should never be the one to sell yourself short.  First and foremost, you must be completely honest with yourself.  If you can do that and still believe in yourself, then don't let anything stand in your way.</p>

<p>Tomorrow is my first day of classes at SMU Guildhall for what I hope will lead to a masters degree in Digital Game Development and a new job.  I hear it's an intense curriculum, but as always I will do my best.  Just coming to The Guildhall was a huge step for me in the right direction.  I'll leave you with a quote that I try to live by:</p>

<blockquote>"Nothing in the world can take the place of persistence. Talent will not; nothing is more common than unsuccessful men with talent. Genius will not; unrewarded genius is almost a proverb. Education will not; the world is full of educated derelicts. Persistence and determination alone are omnipotent." -Calvin Coolidge</blockquote>]]></description>
         <link>http://interactive.usc.edu/members/wfong/2009/08/a_new_beginning.html</link>
         <guid>http://interactive.usc.edu/members/wfong/2009/08/a_new_beginning.html</guid>
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         <pubDate>Mon, 17 Aug 2009 22:43:16 -0800</pubDate>
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         <title>Rolling with the Punches</title>
         <description><![CDATA[<p>It's been a while since I've last posted and a lot has happened in the meantime.  I sought out <a href="http://en.wikipedia.org/wiki/EA_Tiburon">Electronic Arts Tiburon</a> in hopes of jumping in on <a href="http://en.wikipedia.org/wiki/EA_Sports_MMA"><em>EA Sports MMA</em></a>, the competition of the previous game I worked on (<a href="http://ufcundisputed.com/"><em>UFC 2009 Undisputed</em></a>).  I got as far as a phone interview with the producer and designer.  Unfortunately, I didn't get offered a job.  I'm told they already have someone with a similar skillset.  Needless to say, the last couple months have been very humbling for me.  I've failed to secure a job as a designer on the 2 games I'm most qualified for, given my knowledge of mixed martial arts and fighting games.  But there is hope for me.</p>

<p>I got accepted to <a href="http://guildhall.smu.edu/">The Guildhall</a> at Southern Methodist University for a masters program that specializes in level design.  I've always considered my strengths to be in system or technical design, but I will now attempt to reinvent myself as a level designer.  I believe The Guildhall will be a good complement to the education I received at USC <a href="http://interactive.usc.edu/">Interactive Media Division</a>; whereas IMD has a progressive philosophy that focuses on innovation and expression, The Guildhall has a practical philosophy that focuses on relevant skills and teamwork.  I'm hoping the combination of the two will allow me to finally break into the game industry.</p>]]></description>
         <link>http://interactive.usc.edu/members/wfong/2009/07/rolling_with_the_punches.html</link>
         <guid>http://interactive.usc.edu/members/wfong/2009/07/rolling_with_the_punches.html</guid>
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         <pubDate>Tue, 07 Jul 2009 01:24:51 -0800</pubDate>
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         <title>Daring to Dream</title>
         <description><![CDATA[<p>I read something the other day that I wanted to share.  Since I lost my job, it feels as if my dream of becoming a game designer has been derailed despite my best efforts.  I try not to give in to negative thoughts, but sometimes I can't help the bitterness and self-pity that creep into my psyche.  I was feeling sorry for myself when I happened to come across an article about <a href="http://www.nytimes.com/2009/04/19/arts/dance/19barb.html">Liu Yan</a> which really put things into perspective.  As the best classical dancer in China, Liu Yan was supposed to be featured in the opening ceremony of the 2008 Olympics in Beijing.  That never happened.  While rehearsing her routine, she suffered a tragic accident and is now paralyzed below the waist.  <a href="http://www.youtube.com/watch?v=WOdr_BPxKXA&feature=related">Liu Yan danced so beautifully</a>, for her passion to be suddenly taken from her is more devastating than I can imagine.  Yet she endures, still believing that she will someday walk and even dance again.  I can not feel sorry for myself after hearing Liu Yan's story.  While I may not have an ounce of the talent that she once possessed, I am still capable of following my dream.  I will not let that go to waste.</p>

<p><img alt="LiuYan.jpg" src="http://interactive.usc.edu/members/wfong/LiuYan.jpg" width="480" height="517" /><br />
Liu Yan outside the Olympic stadium before the accident</p>]]></description>
         <link>http://interactive.usc.edu/members/wfong/2009/06/dare_to_dream.html</link>
         <guid>http://interactive.usc.edu/members/wfong/2009/06/dare_to_dream.html</guid>
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         <pubDate>Tue, 02 Jun 2009 04:26:53 -0800</pubDate>
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         <title>Year One</title>
         <description><![CDATA[<p>Today is a bittersweet day for me.  Not only is it the official release date for <a href="http://ufcundisputed.com/"><em>UFC 2009 Undisputed</em></a>, but coincidentally it's also the 1 year anniversary of when I started working at THQ as an intern on said game (I was let go 2 weeks ago).  On one hand, despite all the things I would've liked to improve, <em>UFC 2009</em> is a game that I've been eagerly anticipating for a long time as a UFC fan and I'm proud to say that I was a part of it.  On the other hand, I really expected to be celebrating this day among the former co-workers with whom I spent the better part of a year pouring blood, sweat, and tears into the game.  I think I'll celebrate/cope by firing up my copy of <em>UFC 2009</em> and beating up some noobs on XBox Live...</p>]]></description>
         <link>http://interactive.usc.edu/members/wfong/2009/05/year_one.html</link>
         <guid>http://interactive.usc.edu/members/wfong/2009/05/year_one.html</guid>
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         <pubDate>Tue, 19 May 2009 07:48:23 -0800</pubDate>
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         <title>Back to School?</title>
         <description><![CDATA[<p>With the economy being the way it is, I've come to realize that going back to school may be my best option right now.  I've been strongly considering the possibility of pursuing a Master's degree in some form of game design.  There aren't many accredited universities that offer such a degree, the ones I know of are the <a href="http://interactive.usc.edu/">Interactive Media Division at USC</a> (where I got my Bachelor's degree), the <a href="http://www.etc.cmu.edu/">Entertainment Technology Center at Carnegie Mellon</a>, the <a href="http://dm.gatech.edu/">Digital Media program at Georgia Tech</a>, and the <a href="http://guildhall.smu.edu/">Guildhall at Southern Methodist University</a> (if I missed any, please let me know).  I also considered pursuing a second Bachelor's degree in psychology at USC, which apparently will only take me 2 semesters to complete.  Unfortunately, I've already missed the deadline to apply for the Fall 2009 term of most of the previously mentioned academic programs.  However, SMU is still accepting applications for the next couple of weeks.  Could I be spending the next 2 years at SMU starting in August?  Stay tuned...  </p>]]></description>
         <link>http://interactive.usc.edu/members/wfong/2009/05/back_to_school.html</link>
         <guid>http://interactive.usc.edu/members/wfong/2009/05/back_to_school.html</guid>
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         <pubDate>Fri, 08 May 2009 12:12:28 -0800</pubDate>
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         <title>Taking the Next Step</title>
         <description><![CDATA[<p>Today was the last day of my internship at THQ.  For nearly a year, I worked very hard on a game that I was really passionate about (<a href="http://ufcundisputed.com/"><em>UFC 2009 Undisputed</em></a>), but I never truly found my place there.  It couldn't have been more difficult for me to leave though, as I was prepared to make a career out of that franchise.  But after much reflection, I believe this may be the catalyst that I needed to break out of the routine and better myself as a game designer.  Now it's time for me to move on and take the next step.</p>

<p>I've narrowed down a list of game franchises I'd be interested to work on that I think I could be a good fit for.  While I'm sending out applications or waiting for openings, I'll bide my time by researching games that I should be familiar with, reading books to improve my game design, and working on indie game projects that have been on the back burner.  If worst comes to worst and I can't find a job within a year, I'll go back to school I'll go back to school for a Master’s degree or a second Bachelor’s degree in something that interests me as a game designer.  However long it takes, I will get my career back on track.  Wish me luck...</p>]]></description>
         <link>http://interactive.usc.edu/members/wfong/2009/05/moving_on_to_the_next_step.html</link>
         <guid>http://interactive.usc.edu/members/wfong/2009/05/moving_on_to_the_next_step.html</guid>
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         <pubDate>Fri, 01 May 2009 23:34:36 -0800</pubDate>
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         <title>Unemployment is Imminent</title>
         <description><![CDATA[<p>So I just found out today that my internship at THQ is coming to an end in 2 weeks and the company will not be hiring me.  Needless to say, I am really disappointed.  I regret that I wasn't given many opportunities to work on game design, having spent most of my time on the mountain of production tasks that needed to be done.  But I really have no one to blame except myself.  I believe I did not live up to my potential as a game designer for the <em>UFC</em> franchise.  Looking back, I should've tried harder to create opportunities for myself and show my superiors what I'm capable of.  Being a mixed martial arts fan, I thought that if there was one game I'd be a good fit for, it was <em>UFC</em>.  C'est la vie.  Let that be a lesson to you: if you're not given opportunities to excel, <em>create your own opportunities</em>.  As for me, I will need to reevaluate my future in this industry and figure out what my next step will be.</p>]]></description>
         <link>http://interactive.usc.edu/members/wfong/2009/04/unemployment_is_imminent.html</link>
         <guid>http://interactive.usc.edu/members/wfong/2009/04/unemployment_is_imminent.html</guid>
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         <pubDate>Fri, 17 Apr 2009 19:46:09 -0800</pubDate>
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         <title>Surviving the Crunch</title>
         <description><![CDATA[<p>Sorry... it’s been a while, hasn't it?  We just got over the final crunch to wrap up <a href="http://ufcundisputed.com"><em>UFC 2009 Undisputed</em></a> (which I'm an intern on).  I’ve been consistently working up to 60 hours a week for the last month.  Considering how bad many developers in the game industry get it during crunches (80+ hours a week, from what I hear), I shouldn’t even be complaining.  But something has been bothering me about the way the game industry functions.</p>

<p>You see, the game industry is a business that is driven by production & marketing.  Production is interested in finishing the game on schedule and under budget.  To the game designer, that means you'll always be making games with limited time and resources.  Marketing is interested in selling as many copies of the game as possible.  To the game designer, that means you'll probably have to spend time assisting marketing with screenshots, trailers, public relations, etc.  I’m finding that there is so much involved in making and selling games that there isn’t much time for personal growth.  You just crunch to finish a game, then move on to the next one; work is more of a grind than a flow.  Ironically, I think spending all my time making <em>UFC 2009</em> is actually holding me back as a game designer.</p>

<p>Believe me, I want nothing more than to be good at my job and help make this game great.  But in order to do so, I need to keep evolving as a game designer.  That means learning new skills, researching topics of interest, and playing lots of games (not to be overlooked).  In the game industry, it's difficult to find the time for all of that in between crunches.  The more I think about it, the more I believe it’d be a good idea to take a sabbatical periodically.  But enough fantasizing!  <em>UFC 2010</em> beckons, it’s time to get back to work…</p>]]></description>
         <link>http://interactive.usc.edu/members/wfong/2009/03/surviving_the_crunch.html</link>
         <guid>http://interactive.usc.edu/members/wfong/2009/03/surviving_the_crunch.html</guid>
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         <pubDate>Tue, 31 Mar 2009 23:23:52 -0800</pubDate>
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         <title>Designing from the Gut</title>
         <description><![CDATA[<p>While I was in school learning how to be a game designer (at USC’s <a href="http://interactive.usc.edu">Interactive Media Division</a>), I took a film editing course my senior year; partially just for fun and partially to have a backup in the film industry in case this whole game design thing fell through.  The professor would always tell us to “edit from the gut”.  In essence, don’t over-think your editing choices, just go with what feels right.  Being a bit of an introverted thinker, I didn't really understand this at first.  I tend to put a lot of thought into my editing choices; I would always try to rationalize why a particular take or transition should work.  It took me a while to learn how to make decisions based on intuition rather than logic.</p>

<p>So what the hell does this have to do with game design, you ask?  Well I’ve been working sporadically on an indie game in my spare time.  Going into the project, I had a pretty clear idea of what I wanted the game to be.  Unfortunately, as development progressed, the game turned out to be not very fun to play.  This is not uncommon, as no game is perfect in its first iteration.  I figured it was nothing that couldn’t be fixed with some tweaking.  The problem is, I stuck with some bad game design choices for a long time.  I kept stubbornly rationalizing why my vision should work, even though I felt like it was hindering the player's experience.  Now that I realize this, I will have to go back to the drawing board and re-design some of the core gameplay mechanics.</p>

<p>Like most creative endeavors, both film editing and game design are really more art than science.  I believe it’s good to put some thought into your game design, as long as you don’t allow your mind to censor what your gut is telling you.  After all, your audience will either have fun with your game or they won't; you’ll never be able to rationalize your game design choices to them.  Thoughts?<br />
</p>]]></description>
         <link>http://interactive.usc.edu/members/wfong/2009/02/designing_from_the_gut.html</link>
         <guid>http://interactive.usc.edu/members/wfong/2009/02/designing_from_the_gut.html</guid>
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         <pubDate>Mon, 16 Feb 2009 08:03:42 -0800</pubDate>
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         <title>Internin&apos; Ain&apos;t Easy</title>
         <description><![CDATA[<p>The transition from college to the professional world is expected to be difficult, but it is especially so for the aspiring game designer.  Many try to get their foot in the door through quality assurance (aka <a href="http://en.wikipedia.org/wiki/Game_testing">game testing</a>), which more often than not turns out to be a dead end.  I was lucky enough to land an internship for <a href="http://ufcundisputed.com"><em>UFC 2009 Undisputed</em></a> immediately after I graduated.  But so far, it hasn't been all fun and games.</p>

<p>You see, I'm supposed to be a design intern.  But given the needs of development, I'm being used almost entirely as a production intern.  Production can be described as the management of budgets, schedules, and personnel, but it also entails anything that needs to be done in order to ship the game on time.  For an intern like me, that means a lot of important-but-menial tasks.  Taking screenshots & trailer footage, auditing assets, managing data for fighters & sponsors, and other miscellaneousness.  Having spent 4 years in college (at USC's <a href="http://interactive.usc.edu">Interactive Media Division</a>) actually designing games and voraciously learning anything that I happened to be interested in, I am finding my current job to be unfulfilling, to say the least.</p>

<p>Given that I'm only an intern, I have no problem paying my dues.  That being said, I fear that I'm not getting enough design tasks for my superiors to properly evaluate my abilities.  If I hope to be employed as a game designer (and not a production manager) at the end of my internship, I have to figure out a way to prove my worth as a game designer.  I believe I am capable of contributing so much more to this game than I've been allowed to so far.  Something must change...</p>]]></description>
         <link>http://interactive.usc.edu/members/wfong/2009/01/internin_aint_easy.html</link>
         <guid>http://interactive.usc.edu/members/wfong/2009/01/internin_aint_easy.html</guid>
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         <pubDate>Fri, 23 Jan 2009 02:28:57 -0800</pubDate>
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         <title>I am a Selfish Game Designer</title>
         <description><![CDATA[<p>“The role of the game designer is, first and foremost, to be an advocate for the player.”  This is a principle that I learned in my introductory game design class at USC’s <a href="http://interactive.usc.edu">Interactive Media Division</a>.  Seems straightforward enough: make the best gameplay experience that you can for the player.  But while working as an intern for <a href="http://www.ufcundisputed.com"><em>UFC 2009 Undisputed</em></a>, I've learned the hard way that there is a hidden message in that principle: make the best gameplay experience that you can for the player, <em>not for yourself</em>.</p>

<p>You see, I am a huge mixed martial arts (MMA) fan.  Even before the sport became popular, I’ve been watching all the UFC, Pride, and other MMA events that I possibly could.  I casually trained in various martial arts for a few years (namely Jiu-jitsu, wrestling & boxing) and I now regularly train at <a href="http://en.wikipedia.org/wiki/Bas_Rutten">Bas Rutten</a>’s MMA gym, <a href="http://www.elitemmagym.com">Elite MMA</a>.  I made my way to THQ specifically because they were publishing the first UFC game in 5 years, which I desperately wanted to be a part of.  I always wanted to make the most realistic simulation of MMA ever; the Madden of MMA, so to speak.  But I'm coming to realize that game design isn’t about making the game you want to make.  It’s about making the game that's right for your audience.</p>

<p>Most of our audience may only have a passing knowledge of MMA, if even that.  Accordingly, our game has to be accessible to the player that doesn’t know or care about the technical aspects of MMA and just wants to brawl.  The difficult part is designing a game that achieves that, yet still feels “as real as it gets”.  Since these are often contradictory goals, that means we can’t make an MMA game that’s as deep or as realistic as I'd like it to be.  While our game may feel dumbed down to me, in playtests it has proven to be frustratingly difficult to grasp for novice players that don’t understand MMA.  I believe that you won't always be able to make the game that you want to play, but you still have to make a game that you're proud of.  Rather than wanting to make the most realistic simulation of MMA ever, I now strive to make an MMA game that can give a greater understanding (and hopefully appreciation) of the sport to someone that previously knew little about it.  Thoughts?</p>]]></description>
         <link>http://interactive.usc.edu/members/wfong/2009/01/i_am_a_selfish_game_designer.html</link>
         <guid>http://interactive.usc.edu/members/wfong/2009/01/i_am_a_selfish_game_designer.html</guid>
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         <pubDate>Wed, 14 Jan 2009 03:34:44 -0800</pubDate>
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         <title>Fighting Games for Noobs</title>
         <description><![CDATA[<p>I've been thinking a lot about the accessibility of fighting games lately.  Particularly because much of the target audience of <a href="http://www.ufcundisputed.com"><em>UFC 2009 Undisputed</em></a> (which I’m an intern on) hasn’t been playing them regularly for the last 15 years.  The popularity of the fighting genre exploded in the early 90s (<a href="http://en.wikipedia.org/wiki/Street_fighter_2"><em>Street Fighter</em></a>, <a href="http://en.wikipedia.org/wiki/Mortal_Kombat_(series)"><em>Mortal Kombat</em></a>), peaked in the mid-late 90s (<a href="http://en.wikipedia.org/wiki/Virtua_Fighter_(series)"><em>Virtua Fighter</em></a>, <a href="http://en.wikipedia.org/wiki/Tekken_(series)"><em>Tekken</em></a>, <a href="http://en.wikipedia.org/wiki/Soul_(series)"><em>Soul Calibur</em></a>), and has been on the decline ever since.  A major factor for the decline has been that fighting games became increasingly complex over the years in order to appeal to their hardcore players.  Not surprisingly, this made them inaccessible to most casual and new players.  Many video game genres have been guilty of this (first-person shooters, real-time strategies, and sports, to name a few).  But unlike these other genres, fighting games lost their primary platform in America after arcades became all but extinct.  With its audience dwindling, it has become essential for fighting games to be both marketable and accessible to new players.  <em>UFC 2009</em>’s license to the world’s premier MMA (mixed martial arts) promotion makes it marketable to a new audience of MMA fans.  The question is, how do you make the fighting mechanics accessible to someone that has no idea how to perform Ryu's Hadouken in <em>Street Fighter</em> (down, down-toward, toward + punch)?</p>

<p>Due to the complexity of move inputs and each character having different inputs for their many unique moves, fighting games usually require a significant amount of knowledge and skill to execute the more advanced moves.  The Hadouken is a good example of this, although some can get much more difficult, (King's chain throws from <em>Tekken</em>, anyone?).  An expert player must memorize the correct inputs of up to 100+ moves per character and practice for hours to be able to execute each of them reliably.  I suppose it could be argued that this sort of training is analogous to actually learning a martial art.  Unfortunately, the average player just doesn't have the discipline for a fighting game that requires so much commitment.</p>

<p>I believe the answer lies in simplifying the interface while maintaining as much depth in the fighting mechanics as possible.  My philosophy is that performing moves in a fighting game should not require any skill.  Ideally, move inputs should be simple and intuitive enough that a beginner could potentially figure out and reliably execute every move in the game.  But doesn’t that just reward button-mashers?  Yes and no.  A beginner may be able to do all the moves, but an expert would know how and when to use those moves in any given situation.  Let's look at a few examples.</p>

<p>As an early fighting game, <em>Street Fighter</em> had to be much simpler than modern fighting games in order to attract new players.  The basic moves are executed by pressing one of the 6 attack buttons (light punch, medium punch, heavy punch, light kick, medium kick or heavy kick) while standing, ducking or jumping.  Each character only has a few special moves with unique inputs, so the majority of the moves are simple enough for beginners to use.  Despite being a modern fighting game, <em>Soul Calibur</em> is relatively easy to learn even though it has lots of moves.  The basic moves are executed by pressing one of 3 attack buttons (horizontal attack, vertical attack or kick) while standing, ducking, jumping, running, side-stepping or pressing a single direction (away, down-away, down, down-toward or toward) during the attack.  Each character has plenty of advanced moves with unique inputs too, but there are enough simple moves for beginners to get started.  Although it isn't considered a traditional fighting game, <a href="http://en.wikipedia.org/wiki/Super_smash_bros_(series)"><em>Super Smash Bros.</em></a> is perhaps the best example of this philosophy because it caters to a broader market of casual players.  Basic moves are executed by pressing the attack button while idle or pressing a single direction (up, down or left/right) on the ground or in the air.  "Smash Attacks", or powerful moves, are executed by pressing the attack button while tapping a single direction.  Special moves are executed by pressing the special move button (could it get any simpler?) while idle or pressing a single direction.  There are really no advanced moves with unique inputs, so literally every move in the game is simple enough for beginners to use.</p>

<p>If you ask me, the popularity of these games is largely due to the accessibility of their interface design.  Each of them has plenty of simple moves that can be performed with a single button either by itself or with a single direction.  And although every character may have unique moves, the inputs for at least the basic moves are consistent across all characters; using the same input on a different character will always produce a similar move.  The implementation of this philosophy is a fighting game that is easy for beginners to learn how to play.  Of course, it takes a lot more than accessibility to make a good fighting game (such as deep fighting mechanics and balanced characters), but I believe it is the key to reviving a once-formidable genre.  Thoughts?</p>]]></description>
         <link>http://interactive.usc.edu/members/wfong/2009/01/fighting_games_for_noobs.html</link>
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         <pubDate>Mon, 05 Jan 2009 03:09:50 -0800</pubDate>
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         <title>Getting To Know You</title>
         <description><![CDATA[<p>I have a confession to make that I'm just a little afraid of posting publicly.  I've never really gotten along that well with Omar, the senior designer of the game that I'm an intern on (<a href="http://www.ufcundisputed.com"><em>UFC 2009 Undisputed</em></a>).  It's not that I don't like or respect the guy.  On the contrary, I admire his knowledge and experience.  It's just that we rarely seem to understand each other.  Which is actually quite surprising, considering we both have the same personality type (<a href="http://en.wikipedia.org/wiki/INTJ">INTJ</a>, if you're wondering), we both come from an academic liberal arts background, and we're both really into fighting games (him more so than I).</p>

<p>If I had to guess, I would say that the problem lies in the creative differences between the ways we each envision the game.  I believe it should be realistic and deep enough to satisfy its core audience of mixed martial arts fans.  Omar believes it needs to be accessible enough to attract a broader audience in order for it to be successful.  I'll admit, it's not easy for me to work within someone else's design.  Since we're both pretty opinionated, I try to avoid butting heads as much as possible.  Unfortunately, in doing so, I feel like I'm preventing myself from having much useful input on the game.  I guess I've just learned to accept the fact that we're never going to see things the same way.</p>

<p>Then one day not too long ago, I happened to google Omar's name and I stumbled across <a href="http://new-challenger.blogspot.com">his blog</a>.  What I read caused me to reevaluate my opinion of him.  It turns out we're not all that different in the way we think about games and game design.  In fact, I would go as far as to say that a lot of the stuff Omar writes sounds eerily similar to something I can imagine I would write (albeit much more eloquent).  In light of this, I've decided to make an effort to improve communication with him, to try to understand his opinion and to express my own more clearly but less stubbornly.  At the end of the day, this is really his game and it's my job to help him make it better.  I'm sure I can learn a lot from him in the process.  Omar, here comes a new helper!</p>]]></description>
         <link>http://interactive.usc.edu/members/wfong/2008/12/getting_to_know_you.html</link>
         <guid>http://interactive.usc.edu/members/wfong/2008/12/getting_to_know_you.html</guid>
         <category></category>
         <pubDate>Sat, 13 Dec 2008 02:32:03 -0800</pubDate>
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         <title>Unemployment is Postponed</title>
         <description><![CDATA[<p>My internship at THQ for <a href="http://www.ufcundisputed.com"><em>UFC 2009 Undisputed</em></a> was supposed to last 3 months, and then they decide if they want to hire me as an employee or not.  Then 3 months got extended into 6 months.  Well my 6 months is up today and, given the economy, I've been a little concerned about my chances.  The game industry is generally considered to be one of those recession-proof industries, but THQ has been losing a lot of money over the last year or so.  Even a traditionally successful company like Electronic Arts has had disappointing sales recently and laid off 500+ employees as a result.  THQ has already closed a bunch of its developer studios and I've been expecting layoffs or at least a hiring freeze where I work.</p>

<p>To make matters worse, even though I'm supposed to be a design intern, I rarely get a chance to do any design-oriented tasks.  Given that the game was well into production by the time I joined, I have spent the vast majority of my internship figuratively putting out fires for the production, art, and audio departments.  Because of this, I feared that my worth as a game designer has not been adequately gauged.</p>

<p>So the producer brought me into his office today and let me know what was going to happen.  And the verdict is (drum roll)... extended for 3 more months!  So I've managed to avoid the chopping block... for now.  Who knows how many more times my internship will be extended.  In the meantime, I hope to prove how valuable I am to the <em>UFC</em> video game franchise.</p>]]></description>
         <link>http://interactive.usc.edu/members/wfong/2008/11/unemployment_postponed.html</link>
         <guid>http://interactive.usc.edu/members/wfong/2008/11/unemployment_postponed.html</guid>
         <category></category>
         <pubDate>Wed, 19 Nov 2008 01:20:14 -0800</pubDate>
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